création du squelette des region modifier, amélioration du tutoriel et mise en place de la run complète avec cinématique d'outro
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@@ -20,6 +20,7 @@
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[ext_resource type="AudioStream" uid="uid://dgkdcq4j6fe3o" path="res://common/audio_manager/assets/sfx/harvest/harvest_2.wav" id="14_b5bgj"]
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[ext_resource type="AudioStream" uid="uid://eh3dbuxu5qtw" path="res://common/audio_manager/assets/sfx/harvest/harvest_3.wav" id="15_ynvb4"]
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[ext_resource type="AudioStream" uid="uid://bown4yipeef8l" path="res://common/audio_manager/assets/sfx/harvest/harvest_4.wav" id="16_obeji"]
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[ext_resource type="AudioStream" uid="uid://delq7gsdeqjq2" path="res://common/audio_manager/assets/sfx/respawn/respawn.wav" id="16_xmumj"]
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[ext_resource type="AudioStream" uid="uid://cbo4ld2yypmte" path="res://common/audio_manager/assets/sfx/harvest/harvest_5.wav" id="17_6w0re"]
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[ext_resource type="AudioStream" uid="uid://c5nfoa6v3r5f7" path="res://common/audio_manager/assets/sfx/harvest/harvest_6.wav" id="18_o4guq"]
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[ext_resource type="AudioStream" uid="uid://bjind1iji0gt7" path="res://common/audio_manager/assets/sfx/pick_up/pick_up_1.wav" id="20_pu6t4"]
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@@ -134,6 +135,9 @@ unique_name_in_owner = true
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[node name="Dig" type="AudioStreamPlayer" parent="Sfx" unique_id=486042600]
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stream = SubResource("AudioStreamRandomizer_kfbah")
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[node name="Respawn" type="AudioStreamPlayer" parent="Sfx" unique_id=1902559716]
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stream = ExtResource("16_xmumj")
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[node name="Drop" type="AudioStreamPlayer" parent="Sfx" unique_id=1391500830]
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stream = SubResource("AudioStreamRandomizer_1w04j")
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@@ -157,7 +161,7 @@ stream = ExtResource("27_0rjel")
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[node name="Phone_call" type="AudioStreamPlayer" parent="Sfx" unique_id=1668278453]
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stream = ExtResource("28_3dfjn")
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[node name="Plant_point" type="AudioStreamPlayer" parent="Sfx" unique_id=2044025024]
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[node name="PlantPoint" type="AudioStreamPlayer" parent="Sfx" unique_id=2044025024]
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stream = SubResource("AudioStreamRandomizer_qog4c")
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[node name="Ship_reveal" type="AudioStreamPlayer" parent="Sfx" unique_id=1121632306]
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@@ -108,8 +108,6 @@ func _on_timeline_started():
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play_ambiance("Demeter")
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"demeter_post_tutorial":
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play_ambiance("Demeter")
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"demeter_outro":
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play_ambiance("Demeter")
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"failure":
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play_ambiance("Demeter")
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@@ -48,11 +48,10 @@ func give_up():
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func start_tutorial():
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current_region_data = RegionData.new(
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RegionParameter.new(
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10,
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3,
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0,
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tr("TUTORIAL"),
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["tutorial"],
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0,
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[],
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randi()
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)
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)
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)
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@@ -5,13 +5,13 @@ enum State {STARTED, IN_PROGRESS, FINISHED}
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const RUN_POINT_POSITION_DERIVATION = 100
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const DIFFICULTY_INCREASE_BY_LEVEL = 3
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const RUN_POINTS_NEXT_NUMBER :Array[int] = [2]
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const RUN_POINT_MAX_LEVEL = 0 # TODO
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const RUN_POINTS_NEXT_NUMBER : int = 2
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const RUN_POINT_MAX_LEVEL = 2 # TODO
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signal current_run_point_changed
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var run_seed = randi()
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@export var next_run_points : Array[RunPoint] = [generate_first_run_point()]
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@export var next_run_points : Array[RunPoint] = generate_next_run_points()
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@export var current_run_point : RunPoint = null :
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set(v):
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current_run_point = v
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@@ -20,65 +20,28 @@ var run_seed = randi()
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#region ------------------ Generation ------------------
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func generate_first_run_point() -> RunPoint:
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return RunPoint.new(0, RegionParameter.new())
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func generate_next_run_points(run_point : RunPoint) -> Array[RunPoint]:
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var nb_next_run_points = RUN_POINTS_NEXT_NUMBER.pick_random()
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if run_point.level == RUN_POINT_MAX_LEVEL - 1 or run_point.level == -1:
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nb_next_run_points = 1
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elif run_point.level == RUN_POINT_MAX_LEVEL:
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nb_next_run_points = 0
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func generate_next_run_points(level = 0) -> Array[RunPoint]:
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next_run_points = []
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for i in range(nb_next_run_points):
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for i in range(RUN_POINTS_NEXT_NUMBER):
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next_run_points.append(
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generate_next_run_point(run_point)
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generate_next_run_point(level)
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)
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return next_run_points
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func generate_next_run_point(run_point : RunPoint) -> RunPoint:
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var level = run_point.level + 1
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func generate_next_run_point(level = 0) -> RunPoint:
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var region_parameter = RegionParameter.new()
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region_parameter.level = level
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region_parameter.flags = get_region_flags(region_parameter)
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region_parameter.region_flags = get_region_flags(region_parameter)
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return RunPoint.new(
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level,
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generate_difficulty_increased_region_parameter(region_parameter, DIFFICULTY_INCREASE_BY_LEVEL * level),
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(run_point.position + randi_range(-RUN_POINT_POSITION_DERIVATION, RUN_POINT_POSITION_DERIVATION)) % 360
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region_parameter
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)
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func generate_difficulty_increased_region_parameter(
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region_parameter : RegionParameter,
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difficulty : int = 1
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) -> RegionParameter:
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var i_diff := difficulty
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var new_region_parameter = RegionParameter.new(
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region_parameter.charges,
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region_parameter.objective
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)
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while i_diff > 0:
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var available_difficulty_modifier = [
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DifficultyDecreaseCharge.new(),
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DifficultyIncreaseObjective.new()
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].filter(
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func (mod : DifficultyModifier):
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return mod.get_difficulty_cost() <= i_diff and mod.can_modifiy(new_region_parameter)
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)
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var selected_difficulty_modifier = available_difficulty_modifier.pick_random()
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selected_difficulty_modifier.modify(new_region_parameter)
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i_diff -= max(1,selected_difficulty_modifier.get_difficulty_cost())
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return new_region_parameter
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#endregion
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func get_state() -> State:
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@@ -99,13 +62,12 @@ func choose_next_run_point(run_point : RunPoint) -> RunPoint:
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visited_run_points.append(current_run_point)
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current_run_point = run_point
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GameInfo.game_data.start_region(run_point.region_parameter)
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next_run_points = generate_next_run_points(current_run_point)
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next_run_points = generate_next_run_points(current_run_point.level + 1)
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return current_run_point
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func get_region_flags(region_parameter : RegionParameter) -> Array[String]:
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var flags : Array[String] = []
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print(region_parameter.level)
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if region_parameter.level == RUN_POINT_MAX_LEVEL:
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flags.append("borea")
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@@ -130,4 +92,4 @@ class DifficultyDecreaseCharge extends DifficultyModifier:
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region_parameter.charges -= 1
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func can_modifiy(region_parameter : RegionParameter) -> bool:
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return region_parameter.charges >= 3
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return region_parameter.charges >= 3
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@@ -11,12 +11,12 @@ const CHARGE_ICON = preload("res://common/icons/bolt.svg")
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@export var region_parameter : RegionParameter = RegionParameter.new() :
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set(v):
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region_parameter = v
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@export var position : int = 0 # Y pos along the planet, 0 to 360
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@export var position : float = 0
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func _init(
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_level : int = 0,
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_region_parameter : RegionParameter = RegionParameter.new(),
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_position : int = randi_range(0,360),
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_position : float = randf_range(0.,1.),
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):
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level = _level
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region_parameter = _region_parameter
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@@ -24,7 +24,7 @@ func _init(
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position = _position
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func card_info() -> CardInfo:
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var info = CardInfo.new(region_parameter.name)
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var info = CardInfo.new(region_parameter.region_name)
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info.important_stat_icon = DANGER_ICON
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info.important_stat_text = "%d" % level
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